The Explode rollout: Part one

- We can oftentimes find ourselves wondering,…when at the UVW Mapping stage of a project,…which of the tools at our disposal,…given the particular Mesh we are working on,…we ought to be using in order to get…the best start possible for our Mapping solution.…Over the next two videos, we're going to take a look…at a number of tools, found in the Explode Rollout,…that may, at times, be just what we need,…and, as we are going to be working, in this exercise,…with the eye piece on our robot's head,…let's go ahead and select that in View Port,…and then open up the UV Editor for ourselves.…

Straightaway, we can see that we already have…an unwrapped solution applied to the geometry,…one that was created using 3ds Max's Pelt Mapping tools,…one that, again, has very little wrong with it…in terms of a general texturing workflow.…What, though, if our texture artist, be that ourselves,…or another member of our team,…would prefer to have the UV Mesh laid out…in completely straight lines…as opposed to the curving result that we see here?…

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Released

11/12/2014

UVW mapping allows you to take a mathematical, coordinate-based approach to mapping 2D textures to irregular 3D objects in 3ds Max. The tools might seem complex, but this course will help you master them and put UVW mapping to work in your own projects. Author Joel Bradley starts with the basics—defining UVW space and coordinates—and introduces the UVW Map modifier, the key to applying map coordinates and adjusting map placement. From there he looks at the source wrapping options in the bitmap and procedural map nodes, and at the differences when mapping to static and animated meshes. Chapter three covers the powerful Unwrap UVW modifier and its selection, peel-, and pelt-mapping tools. The course concludes with an overview of the options in the Edit UVW window.